Regular readers know that I have a firm rule about reviews: if I can’t finish something, I don’t review it. Ghostwire: Tokyo frequently tempted me to break that rule, or at least to give up and post a summary of why I quit. The story is pretty good, and a lot of the side quest writing was easily on par with the main plot. In terms of graphics, it’s one of the few games on my new gaming box that looked gorgeous without making tweaks in the Radeon app, and the music is fantastic.
Y’all know a BUT is coming, and it’s a BUT at least three times the size of my own full moon. Before I get into the negatives that kept this out of 5 star territory, I really want to dig into the positives that came because I persevered through my early hours of discontent.
Ghostwire: Tokyo is, at its heart, a game about people failing to talk to folks they care about, and the resulting regrets that create VERY bad decision making. This statement could refer to the protagonist, his co-star, the antagonist, any number of supporting cast members, and even some of the enemies. Once the writers and director decided on a theme, they committed to the bit with remarkable thoroughness.
The main character, Akito, is racing to see his sister in a hospital because he was told she has taken a turn for the worse. But on his way to the hospital, he gets into an accident right as the ghost apocalypse begins. HILARITY ENSUES! Continue reading




